test-automate

Generate Unity EditMode and PlayMode NUnit tests from story designs and source code.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/igot-ai/os-twin --skill test-automate
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: test-automate
Source: https://github.com/igot-ai/os-twin/tree/main/.agents/skills/roles/game-qa/test-automate
Command: npx skills add https://github.com/igot-ai/os-twin --skill test-automate

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Automates the generation of Unity NUnit tests for all defined stories and acceptance criteria, reducing manual boilerplate and ensuring consistent test coverage.

Core Features & Use Cases

  • Generates EditMode (pure C# logic) and PlayMode (MonoBehaviour) NUnit tests based on story designs and existing source code.
  • Produces runnable test files under Assets/Tests with appropriate folder structure and assembly definitions.
  • Integrates with provided reference materials (qa-knowledge references) to align testing patterns with established QA practices.

Quick Start

Provide your Unity project along with story/design documents to automatically generate EditMode and PlayMode tests into Assets/Tests.

Frequently Asked Questions about test-automate

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I auto-generate NUnit tests for Unity EditMode and PlayMode?▼

To auto-generate NUnit tests for Unity, provide your project source code and story designs to produce runnable EditMode and PlayMode test files with proper assembly definitions under Assets/Tests.

What is automated Unity NUnit test generation from story designs?▼

Automated Unity NUnit test generation analyzes story designs and source code to create deterministic test patterns, ensuring consistent QA coverage for defined acceptance criteria without writing manual boilerplate.

Does Unity test automation work with both pure C# logic and MonoBehaviour components?▼

Yes, Unity test automation supports both EditMode tests for pure C# logic and PlayMode tests for MonoBehaviour components, generating appropriate assembly definitions for each test type.

Can I align generated Unity tests with established QA knowledge references?▼

Yes, you can align generated Unity tests with established QA practices by providing qa-knowledge references alongside your story designs, ensuring the deterministic test patterns match your existing testing framework.

What is the best way to ensure consistent test coverage for Unity project acceptance criteria?▼

The best way to ensure consistent test coverage is to automate NUnit test generation from story designs, producing deterministic EditMode and PlayMode test files that satisfy all defined acceptance criteria.